using UnityEngine;
using System.Collections;

public class MoveButton : MonoBehaviour {
	/*
	public bool isStartButton;
	// Use this for initialization
	void Start () {
		UIButton btn = GetComponent<UIButton>();
		if(!isStartButton)
			NGUITools.SetActive(gameObject, false);	
	}
	
	// Update is called once per frame
	void Update () {
	
	}
	
	//Sent out when the mouse hovers over the collider or moves away from it. Not sent on touch-based devices.
	void OnHover (bool isOver)	
	{
		glog.debug ("OnHover isOver="+isOver);
		//glog.debug ("UICamera.lastTouchPosition= "+UICamera.lastTouchPosition);
	}
	
	//Sent when a mouse button (or touch event) gets pressed over the collider (with ‘true’) and when it gets released (with ‘false’, sent to the same collider even if it’s released elsewhere)
	void OnPress (bool isDown)
	{
		Camera.main.gameObject.GetComponent<CameraControl>().PressedUIButton(isDown);
		glog.debug ("OnPress isDown="+isDown);
	}
	
	//Sent to a mouse button or touch event gets released on the same collider as OnPress. UICamera.currentTouchID tells you which button was clicked.
	void OnClick() 
	{
	}
	
	//Sent when the click happens twice within a fourth of a second. UICamera.currentTouchID tells you which button was clicked
	void OnDoubleClick ()
	{
	}
	
	//Same as OnClick, but once a collider is selected it will not receive any further OnSelect events until you select some other collider.
	void OnSelect (bool selected)
	{
	}
	
	//Sent when the mouse or touch is moving in between of OnPress(true) and OnPress(false).
	void OnDrag (Vector2 delta)
	{
		glog.debug ("OnDrag delta="+delta);	
		glog.debug ("UICamera.lastTouchPosition= "+UICamera.lastTouchPosition);
	}
	
	//Sent out to the collider under the mouse or touch when OnPress(false) is called over a different collider than triggered the OnPress(true) event. The passed parameter is the game object of the collider that received the OnPress(true) event.
	void OnDrop (GameObject drag)
	{
		glog.debug ("OnDrop drag="+drag);	
	}
	
	//Sent to the same collider that received OnSelect(true) message after typing something. You likely won’t need this, but it’s used by UIInput
	void OnInput (string text)
	{
	}
	
	//Sent after the mouse hovers over a collider without moving for longer than tooltipDelay, and when the tooltip should be hidden. Not sent on touch-based devices.
	void OnTooltip (bool show)
	{
		glog.debug ("OnTooltip show="+show);	
	}
	
	// is sent out when the mouse scroll wheel is moved.
	void OnScroll (float delta)
	{
	}
	
	void OnKey (KeyCode key)
	{
		glog.debug ("OnKey key="+key);	
	}
	*/
}
